255,023 Commits over 3,990 Days - 2.66cph!
[SC] Population is now based on combined RCI growth
Fairly big refactor on ItemDesire.
Probably needs testing a bit.
Removed empty animation event from human_anim_craft/human_craft1
Bomb mission now playable, needs UI work
Cleaned up Desires a bit, fixed a bug that caused incorrect Desires to be created from CraftCommand
loot table adjustments for slightly more infrequent flamethrowers
Fixed PickUpItem ACtion creating desires in StartImplementation rather than the OnItemPickedUp callback
Removed IsHuman field from AnimationParameters
Added button to sort AI modules by weight in AgentParamters editor/drawer
Updated all Unit.Agent data with new modules for core behaviours and movement mode management
stone craft sfx added to anim
DecisionMakerTypes renames, added third type for movement mode management
AgentParameters.OnValidate ensures that all DMs are always defined, drawer updates
Split social AI modules into primary and additive modules
Removed SetMovementMode actions from most Abilities (except the new SetMovementX ones)
Merged in latest temporal-aa changes; less bugs, sharper results
DSE formatting tweaks
Module rename, Unit DM data fixes
Project setting, shader variants
MovementMode AI module tweaks
- Added UpgradeDatabase static class
- PlayerStats now applies upgrades when calculating modified stats
fixed incorrect frame rate and end frames on lots of anims
- Bit more upgrades stuff
A couple of changes to decision scoring.
Cut warpath from music list
Refactored and commented DSE
updates to beancan vm source
- More upgrade system work, definition SO
Fixed near clipping plane sometimes cutting off part of weapon viewmodel (RUST-837)
max condition is now shown on damaged items as a red bar
Rescaled some numbers (no effect other than semi auto pistol damage rounding)
UnitView/HumanView gating animation code in Update/LateUpdate with Unit death flag
Fixed NRE in Influence
Increased revolver cylinder to hold 8 rounds
Increased semi auto pistol magazine to hold 10 rounds
BehaviourChain Selectors now have an associated "plan" instance type (BehaviourChainSelectorPlan), to be consistent with our DecisionPlan type objects
It's now possible to open the AI debugger for your selected unit without having the debug tools window open as well (F2)
Lots of tweaks to the debugger and colors, and other tools design things
Adjusted some weather wetness and min/max temperature values
Fixed scoring bonuses not actually showing as bonuses in the AI debugger
Left a TODO in VItalSimulators.Warmth re heat maps
Added a placeholder simulator for the Warmth need
renamed music convar to prevent loading at 1.0 volume
updated loot tables to slightly reduce changes of finding double barrel in crates
slightly more chance of ammo slihgtly less of weapons
Fixed group desire consideration incorrectly returning false
Fixed game trace bounds of player collision being insufficiently big when wounded
Increased player wounded time
Fixed lake water handling
Increased throwable and arrow headshot multiplier to 1.5
Placing a building creates a building desire
Automated Linux DS Build #411
Fixed hapis lake and river placeholder mats